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Level: Lara at the Movies - The Treasure Island back home search
Author(s): Psiko
total rating:7.62 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Alien Autopsy 7 7 10 10
Bene 8 8 10 9
Blue43 8 8 8 8
Bogey 8 9 8 9
Brigidsgirl 8 8 9 9
CC 8 8 8 8
Ceamonks890 6 7 6 6
Deekman 7 8 10 10
Dimpfelmoser 5 8 5 5
DJ Full 6 7 7 8
Drakan 9 9 9 9
Duncan 7 9 8 8
eRIC 8 8 6 9
eTux 6 9 8 8
G.Croft 6 8 7 8
Gerty 6 7 6 6
gfd 8 9 9 9
Horus 7 8 6 5
Jay 8 9 8 9
Jorge22 8 10 9 9
Jose 7 7 7 8
Josi 5 7 6 7
Kristina 8 9 9 10
Loupar 5 6 6 6
Magnus 6 7 7 7
manarch2 6 7 8 8
Mezcal 7 7 8 9
MichaelP 7 9 9 9
Mman 6 7 6 5
Obig 8 8 7 7
Phil 8 8 9 9
QRS 8 8 10 8
Ravenwen 8 7 8 7
Ryan 7 7 7 8
Scottie 6 7 7 6
Shandroid 7 7 9 9
Soul 6 8 7 7
Staticon 7 9 8 8
Sutekh 7 8 8 8
TombRaiderFan 6 6 6 6
Torry 7 8 9 9
Treeble 7 8 8 8
Whistle 7 6 7 8
Yoav 8 8 9 9
category averages
(44 reviews)
7.00 7.80 7.77 7.91

Reviewer's comments

"Following on from one Disney-conceived pirate film, we find ourselves within the 'world' of another. Unlike Cowboy's work however, I didn't really find this level quite as impressive from a design standpoint. For one thing, Psiko's recognized surreal style doesn't quite work here in a more established setting, making the environments feel washed-out & empty, rather than expressing the child-like wonder that was no doubt originally intended. Level design is also disappointingly linear, ultimately giving you little reason to explore off the beaten path in the gameplay department, with expected atmospheric immersion falling completely flat. And combined with the surreal-looking art style issues(alongside some out-of-place objects and a total lack of challenge), makes the level largely feel very artificial as a result. Overall, not a terrible experience. But no doubt the weakest release of the entire LaTM package unfortunately. Ending is admittedly more satisfying than 'Pirates of the Caribbean' however. So it's got that at least going for it." - Ceamonks890 (22-Jul-2017)

"A fun level, but not as impressive as the others so far. You follow a linear path, shooting crocodiles and ninjas, throwing switches and collecting a couple of cartouche pieces. I did like he abstract texture choice though." - Ryan (25-Sep-2016)

"Oh, Psiko. I played his levels since I was a little girl and I consider myself something of a fan. Always adored specific psychedelic colours and LSD infused texture work. This level was - as expected - weird and filled with Psiko's style. Basically - an island on acid. Much to my surprise, it turned out to be quite short. I know the author for making insanely huge and complex creations, so I guess this small game was a form of taking a break/letting the player rest as well. I don't mind - I like when there's a tiny level here and there, just to let you breathe. The gameplay was easy and fast, there was a certain flow to it. Some small traps and tricky jumps. The visual style of the level was interesting. I really liked the green plant texture that was placed everywhere in certain decorative patterns - even underwater. Some parts of the island seemed blocky and kinda lazy. Why lazy? Because I know how talented Psiko is and what he can do. Yet I surely enjoyed the level, this was something different. Glad the author took a part in the series. Ending was pretty and shiny." - Alien Autopsy (08-Aug-2016)

"Under the fresh impression of Mr. Stevenson's audiobook I had no other choice but Cinema No.3 and I was sure what Antonio considers a black spot turns into a black pearl when multiplied by his dimensions, end of scientific hyperproof. Of course I see and support remarks about lack of content but with my little time it's perfect, so long story short: could it be better? Yes. Do I regret playing? No. It's a worthy bit of LATM and very finely placed as the most interesting pile of gold I can remember pours out through the bars to give me exactly what I missed in Cowboy's part. Could even be the very point achieved." - DJ Full (16-May-2016)

"I played the superb "hyper Square", and i was a little impatient to get to that level. I'm a little disappointed because I found it a little short, but I found back the style of Psiko in many areas (texture, gameplay ...). The secret to the long slide was well thought out. Very good level." - Drakan (10-Oct-2014)

"It seems that Antonio didn't dispose of enough time to build his level at that time. The same well known style, angulous architecture, very colourful rooms with a lot of objects... In this level with a lineal gameplay I missed some more puzzles and not only explore to find items or pull switches and some gymnastics. Anyway it's an entertaining level easy to play." - Jose (08-Oct-2012)

"When I saw the rather low score of this game I thought that it might be related to Psiko's unique style, that I personally like a lot and so I expected to be in for a treat, when I started my journey. And indeed the vast jungle-area looked really great, thanks to loads of nice objects and an interesting lighting (psiko certainly loves the colour purple ^^) - there wasn't much to do though so I progressed to the next part of the jungle and again the only task was to get to the following area, this time involving some nice jumping. The next room seemed to be pretty interesting again and the fact that there was a door made me think that gameplay now finally starts, but once I reached a lever it was basically all over and I could go on with the beach that got accessible... All in all I can say, that the whole level had some very interesting areas and an atmosphere that's typical for psiko but it really lacked some decent gameplay. I would have rated the Atmosphere-section higher, as I personally love this authors creations in the editor, but both the choice of sounds (some audios didn't really fit in my opinion) and the occasional flybys weren't special at all." - Soul (11-Apr-2012)

"Psiko brings out his trademark "colour vomit" lighting style here; unlike in his other maps, where it works and takes the player to a surreal other-world, here it just looks odd. The are a lot of new objects and textures, but there are also a lot of old objects that don't fit at all (like random Egyptian Cartouche pieces). It does look good at times, but just as much of the time it looks plain ugly. The use of the default TR4 ambience (outside of a change at the beach area) also doesn't fit at all.
The gameplay is unfortunately just as disappointing, especially as Psiko is known for many massive and challenging designs; the structure is very linear, and a lot of it is as close to the literal definition of a switch hunt as it gets, and not an especially challenging one at that. There are few more interesting segments of gameplay towards the middle, such as a fun slide and boulder dodging, but most areas are empty of anything but enemies and some simple platforming. It's also very short (which sticks out more as it follows a large epic). Based on the length and the amount of unmodified objects the only conclusion I can come to is that this level was heavily rushed, and it's the first disappointment in LATM so far." - Mman (22-Jan-2012)

"There are ideas who quickly fall into oblivion. And there are ideas who are not realizable, all the same what one tries. And there are ideas from which one believes as a player that they are impossible to be realise. Though I have learnt in the meantime, that is nearly for everything possible in the CL-Universe, but still today I am astonished at the fact that there is really such a project. Now it is not in such a way that LatM is absolutely unknown to me, because I have played this level package already about 5 years ago. But at that time I have played it just for the fun of it without bother myself about how much work must be behind. Now, in the meantime, I can roughly imagine, how big the amount of work must have been. This already starts with letting look the different level in such a way that they are more or less similar to the suitable movie. Above all the black-and-white-movies might have been a big challenge. And then still comes that somebody must co- ordinate the whole project. And it needs a common superstructure because to jump simply thus from movie to movie would be dull. So much to my general thoughts about this mammoth's project.
The Treasure Island: Why are there here so many movies which I have never seen? Is this my mistake, or is it a mistake from the level builders? It will be my mistake, because quite obviously I have a bad taste. But hey, it is my taste. And only this counts. Anyhow I am disappointed a little bit. Though I know, that Psiko is not stingy with colours, but here was it too much of the good thing. And where were the many great riddles? The beach looked quite nice and the pirates were a real eye-catcher. Though the trees and bushes looked quite good, but it lacked variety. All together the level is quite well-arranged, but just from Psiko one can expect more." - Scottie (29-Jun-2011)

"This is the next level in this series. In my last review, I said the series gets better and better, unfortunately this level can't be compared to the great releases before. Relatively short (30 minutes for me) and with not many tasks and only one harder trap (the boulders). The enemies were nice, but not hard and there were rather few. The jungle-type setting is rather confusing, with a bit too many plants. The ending was however better than in the "Pirates of the Caribbean"-level, as Lara really could get into the treasure room and the level changes not before. To get both secrets were a nice task, especially because you can see them in normal gameplay path and have to wonder how to get there. Overall solid but not exactly a treasure." - manarch2 (16-Jan-2011)

"This is a rather short level as part of the Lara at the Movie Series. I found the game play relatively easy. There is a little bit of swimming jumping and climbing and some levers. Everything flows well, except for one particular part, which was a very tricky boulder trap that took me a while to figure out. I have to admit I was stuck there for a while, which was odd, because the rest of the level is so easy one might think it was designed for kids. The atmosphere is interesting and different from most other level I have played. I never played a level by this builder but one can instantly spot a very specific style. Lots of green and purple colors are used and some are very bright. The whole level has a bit of a surreal feel to it. I really enjoyed the enemies. The crocs were nicely detailed and the one legged pirates were interesting to look at. The level has a nice ending when Lara finally reaches the treasure rooms and claims the price…" - Blue43 (02-Dec-2010)

"I have never been able to complete a Psiko level, except for this one. I am not a fan of the abstract levels he produces, but I can appreciate them for their artistic splendor. I will do this on this level as well. First of all, the level is beautiful, with Lara looking absolutely darling in a kilt. I found gameplay to be tedious and obtuse in some places which, maybe was just me, but even the second time around, I found tough. I didn't particularly enjoy this level, but again, it looked wonderful." - Shandroid (27-Oct-2008)

"This was fairly easy, brief and straightforward, without any surprises; entertaining but not particularly fascinating, despite the theme and the generally good atmosphere. I've played Psiko's magnificent 'Techno-Egyptians' and I have to say that I was expecting something more grandiose from his LATM contribution. In any event, I'm sure most players will enjoy it (I did too), if only for it being a breezy interval between other, tougher and more complex levels." - Ravenwen (02-Sep-2007)

"Yarr, thar be a treasure on the island, and the lass be looking for it. Okay, now that I’ve got that out of the way, let me start out by saying that I really liked the way colours were used in this level. While psychedelic colours might normally not fit a jungle island, I thought it gave the level a surreal feel. Sadly, the gameplay doesn’t match the interesting visuals. What we get here is fifteen minutes of pulling levers and opening doors, and there’s just not much else to do. When I finally found the treasure room, all I had to do was pull three levers to open the doors, and it all felt very anti-climactic after a sadly rather disappointing adventure. One the plus side, every task is very easy, and the risk of getting stuck is slim, unlike in the author’s previous levels. The author sticks to his tried and true blue/green/purple atmosphere, and while I think that works, the overuse of objects gets tiresome in places. I fail to see what this level has in common with Treasure Island (except for the pirates), but it’s still a fairly entertaining raid in an underdeveloped level." - Magnus (15-Oct-2006)

"After playing a few levels of "Tombraider A" and seen this authors true potential, I must say I was dissappointed. Not meaning that this is a bad level, not at all! It has all the good things a great level needs. Great textures, nice and beautiful envoirement etc. This level just felt a bit too straight forward with no real challenges. Other than that It is great! I liked the slope down to one of the secrets, the amazing scene of the open sea at the middle of the levels. The boulders near the end had me dying a few times too. Over all a very good level but even so, I did expect more from Psykio. -2005-10-08" - QRS (08-Oct-2005)

"There's actually not much to say concerning this level as there is not much to play, either. Anyway let's start with the design of the level - it is set on an island, mostly in a jungle and there are a lot of plants and other vegetation, a vast beach and some caves, even. The textures look like they just escaped from the Foundation of the Earth in TRA just as the lighting and some of the objects. I'm not really a fan of Psiko's way to light levels, as I can't really see a beauty in too colorful lighting in an already too colorful textured room, not mentioning the aspect of missing realism here, concerning the intense pink and neon green lights that make the level look so artificial. I'd rather prefer rooms that aren't lighted at all to that sort of lighting. Well, gameplay - some levers, original puzzle items and some nice jumps to find and master, but nothing too overwhelming. An atmosphere wasn't really present, though the beach looked really nice and the objects fitted in that eerie surrounding I really couldn't get used to the environment. The sound/audio-use wasn't that thrilling either and the occasionally used cameras aren't worth mentioning either. The enemies were quite nice, some pirates that looked pretty comic-like and some scorpions and Egyptian crocodiles. Altogether it wasn't bad but not really suiting my taste." - Horus (20-Apr-2005)

"Well, when you introduce Lara into a classic all-male story, you immediately loose the thread of that story. And the thread has been lost here, as I saw no substantial relation between this piece and the original. This one has lots of space, giving the feeling of a mysterious alien planet, rather than a tropical isle. Gameplay is simple, I loved the big slide, and the pirates are great. The one ‘pirate´’ theme that plays true here, is the feeling of exploring a new and exotic place, at which this piece excels." - Duncan (12-Apr-2005)

"Maybe the easiest and most peaceful of the whole series, this impression being enforced by the fact you're just out of the adrenaline loaded ‘Pirates of the Caribbean’. It feels a bit like a nice stroll in a beautiful, colorful scenery, where you'll meet picturesque pirates (good rendition of Long John Silver, indeed), ferocious crocodiles and will be rewarded by the Treasure itself. Almost feels like a level for kids, which is fine since the book (and the movie) was written for children. A beautiful break in an otherwise rather tough series." - Sutekh (07-Feb-2005)

“This I found to be a little of a let down after playing the other levels. It gave me a flashback to early levels with the garish scenery-purple walls and the “greenery” like nothing I had seen in real life (maybe it has been sheltered). The gameplay is straight forward and rather boring at times with ‘find lever-open door-climb ladder’ set up. The enemies consisted of scorpions, skeletons, pirates, some rather dozy crocs and lizards (or more energetic crocs). A few secrets in the level but no out and out puzzles. I suppose the first real goal was to find the cartouche pieces, open up the last section to the gold stash, and then pick up the Star and suddenly the level ends. I was not, as I have said, enamoured by the textures, which spoilt the overall graphics, and the sounds looking back seemed rather unremarkable. All in all rather a disappointment.” – Whistle (09-Dec-2004)

“I can't help it but I don't like the levels of Psiko mostly because of the textures. I think they are strange in Lara's world and maybe a little bit futuristic. This is the only level in this whole wonderful adventure what didn't appeal to me. Well not because of the gameplay but only because of the textures. One of the secrets is also hard to reach on the island we have to climb just on the top and edge of the island. The enemies are scorpions skeletons crocodiles pirates. We have many weapons against them. In the Treasure room at the end of the level look round carefully to find the end of the level. You can find a Hungarian walkthrough (as we don't have English version) savegames and pictures here: http://www.freeweb.hu/treditor/12/lara_at_the_movies.htm ” – Obig (08-Dec-2004)

“Short and to the point. But not the mind boggling brain teaser I've come to love expect and respect from Psiko. Still it was beautiful with a definite signature Psiko look about it. Like other reviewers have said and I have to agree - it's jungle but in a dreamy fairy tale sort of way. I liked that. Psiko's pyrates had me laughing hearty and hale. My only complaint was that it was so easy and straight forward it went too fast.” – Deekman (02-Dec-2004)

“I liked the feel of this level although I would have enjoyed a good pirate ‘battle’ at the end or something (it just seemed almost anti-climactic). I enjoyed playing as with all of the other movies so far I can't say how awesome this game is! Watch out for switches (there was one in particular that frustrated me right at the end...this builder must really enjoy using switches :)” – Brigidsgirl (29-Nov-2004)

“By far you can recognize Psiko here. Textures are very psychedelic and this does not appeal to some. In fact all the time this level felt like a demo of the TechnoEgyptians game. Gameplay is rather linear pretty much on the easy side usually having you looking for levers and such enemies are scorpions and crocodiles and also new ‘classic’ pirates with the wooden leg. Atmosphere it really doesn't look much like a jungle but rather like a mysterious place although the beach is stunning (pity you only visit it looking for a lever). All in all this level didn't feel much like a movie conversion like the others did and picking a ‘Touch Of Quality Star’ in the end made the whole thing trivial in my opinion. I'd have rated the textures higher if there was lighting because I do like these technorganic textures but there was no lighting. A pity. 40 minutes 2 secrets.” – Treeble (24-Oct-2004)

“A pleasant and original level. As you can expect from the author the gameplay is very fluent and based on the progression. A lot of new colourful textures give a feeling of fairytale to the level which is a good idea as Treasure island was written for adventurous kids. I like the greenery floating in the water and the lighting is excellent even underwater which is noticeable. Enemies are not very dangerous here little scorpions new crocodiles skeletons and hilarious pirates. Maybe the cartouche of Ba was out of place in this psychedelic jungle environment and the atmosphere could be better but I spent a good time. The level is quite relaxing which I'm sure was done intentionally by the author. This said I feel that something is missing was it because the atmosphere does not really fit the story?” – eRIC (18-Oct-2004)

“Having made it approximately two thirds of the way through Psiko's TR-A before getting thoroughly stumped I approached this level with a little trepidation. (Remember that I am an eternal beginner.) You can imagine my pleasant surprise when I found a level that even I could finish unaided. It comes as a very welcome interlude to some of the baffling puzzles and difficult maneuvers encountered in some of the other 'Gold' levels so far. It has Psiko's trademark colourful texturing which gives the whole level the appearance of 1950's Technicolor which is good as it is based on an old Disney classic that used this colour system. I loved the pirates - they are so wonderfully over-the-top. I am truly sorry that this level has ended as now I am faced with another one of Michael's potentially mind-bending puzzles. Well done Psiko.” – Staticon (09-Oct-2004)

“A colorful level with crocs scorpions skeletons and pirates to fight. After the great levels already played in the Gold-series this was a bit disappointing imo. On the other hand it was nice to have an easy level after all the excitement a resting point so to speak. But don't let my opinion keep you from playing you might enjoy it very much. 20-9-2004” – Josi (03-Oct-2004)

“Typical ‘Psiko’ look - lots of colors and different textures. I like the pirate enemies but there is a lack of gameplay not much to do in huge areas...Pickups levers scorpions skeletons and a couple of boulders to avoid.” – G.Croft (09-Sep-2004)

“After a half dozen fairly grueling levels one right after the other with Michael's brain-teasing puzzles in the Movie Theatre thrown in for good measure I was ready for a change of pace. And Psiko bless his heart uncharacteristically provided some much needed relief at just the right time. The enemies are not sparse but they can be dealt with reasonably from safe vantage points in many cases. There's an amusing variation of the ninja near the end that reminds me of Peg Leg Pete from the Walt Disney cartoons. The surroundings are somewhat surreal as we've come to expect from Psiko but instead of futuristic architecture we have a beautiful jungle beach and lagoon environment that brought back more memories of Peter Pan than Treasure Island. The level is short which probably explains why the ratings are the lowest of any of the Gold installments. Still it took me nearly an hour to make my way through it and the relatively leisurely pace allowed me to catch my breath as I prepare for Cinemas 4 5 and 6.” – Phil (29-Aug-2004)

“This level is an agreeable bagatelle on a jungle island textured in Psiko's lively colourful style. The gameplay is nothing to write home about but there are some nice elements including a couple of good secrets. I also liked the grotesque pirates very much. In the beginning the level is sprinkled with pickups which are somewhat hard to spot against the restless background. Maybe the level suffers a bit from following directly after the grandios ‘Pirates of the Caribbean’. Anyway the peculiar landscape with lots of trees and greenery is well worth visiting.” – Bogey (29-Aug-2004)

“I've never finished a Psiko level; I've played the major part of TRA but I couldn't finish because it was too much frustrating. In Treasure Island I missed the challenges the ‘pixel’ jumps and the puzzles. There are only few enemies: a couple of pirates scorpions that are not a threat and crocs. The jungle is not a jungle: is full of strange colours and textures the beach is also strange and empty and the final room with the treasure is totally incongruous with three obvious switches. Is the shortest and easiest of the LATM levels. It could have been better.” – Loupar (20-Aug-2004)

“I must admit when I saw Psiko's name on the TRLE Gold Movies builders list I thought woohoo! I thought there was going to be another spectacular series by the ultimate man in creation. But I was disappointed. That's why I have given such low marks. It was nothing like Tomb Raider A or TEP. It was VERY short and I mean VERY short. It took me around the 35 minute mark. When usually Psiko's levels are 10 hour plus! The gameplay wasn't that good because for example 2 combining pieces were basically in the same spot and there was no challenge to get them. What got me is that he created these huge areas and don't get me wrong they look spectacular it's just that you spent only 5 minutes in them. When you really want to spend the next hour trying to figure out puzzles. Overall it's worth a play if you like Psiko's style but really a beginner level.” – TombRaiderFan (06-Aug-2004)

“Very pretty and rather relaxing trip to a tropical island here. Nice textures (in Psiko's own weird style) and a good few fights to spice things up as well. Not too much in the way of puzzles so I doubt you'll be stuck for very long. Although the rolling boulder bit may have you scratching your head for a while. I must say that when all's said and done that I really rather enjoyed this adventure. It only took me 45 minutes but I still managed to find a lovely secret.” – gfd (05-Aug-2004)

“One of the shortest offerings of the Gold Project but it takes all kinds to make a meal what was the feast of 'Lara at the movies' delicious. Though the main problem isn't the length but that there are practically nil puzzles or real tasks besides the levers and switches and the occasional boulder evading yet it still manages to be very fun and though initially I was disappointed when starting it especially when it comes from such a high caliber builder as Psiko is I still left the level fully satisfied with no bad aftertaste (what is it with me and the food lol) at all mainly because it flows so well and there hardly are any points to get stuck which also increases the enjoyment. The enemies are plenty for such a short level and the secrets very fun to get and one even offers using a move that has never been used in a released level before as far as I'm concerned. The environments are vivid and colourful and though at first they don't appeal so much really it manages to grow on you in the not so long time you spend here. Quite a relaxing level after the Pirates of the Caribbean yet works real well. Still a nice effort of the Gold project as all the other levels - a nice gem not to be missed out!” – eTux (01-Aug-2004)

“Once again we see Psiko’s wonderfully lush organic textures capturing the lost island ambience of secret and hidden treasure as Lara finds herself struggling to come to grips with the riddles of the dense flora surrounding her. It’s always a treat to be in this author’s world but unfortunately Treasure Island isn’t very long (and that’s to be expected so soon after his magnum opus TR-A) so be sure to take your time and enjoy each discovery. Very tight compact adventure infused with his usual sure hand in logical and enjoyable progression throughout. You’ll die laughing when the pirates find you and what a great treasure room -now that’s what I call a treasure room!” – Mezcal (01-Aug-2004)

“Treasure Island and treasure you'll find in the end. As we are used by Antonio he does make his own textures and you could say that it’s his trademark as you can spot it right away. Very colourful and overly bright too bright if I may say so. The gameplay was rather straight forward. Finding some levers a Star and the two halves of the Cartouche. The pirates that bothered Lara are nicely textured. There are more enemies but Lara at this time has all the ammo and hardware she needs so they don't pose a thread. All in all it looks like this is done in a hurry and so far the easiest gameplay from the entire CD. 12-07-2004” – Gerty (26-Jul-2004)

“This must be the easiest level in the marathon Lara at the Movies set and having played the author's opus was quite relieving as I expected more of confusing psychedelic patterns of that previous game. The level is infact quite linear and a ‘follow your nose’ approach will see you reaching your goal the hidden pirate treasure in just on an hour. There are really no difficult areas here just use some common sense and look about carefully. Admittedly the jungle has the author's maze like trademark but even so there are sufficient clues to follow. A nice little level that allows you to relax after besting the ghostly Pirates of the Caribbean.” – Torry (19-Jul-2004)

“This level seems way too short to showcase Psiko’s unique talents as a builder. Still it has interesting touches funny pirates and a great Lara outfit. Brief but enjoyable romp around a very colorful island.” – Bene (19-Jul-2004)

“I have to say that I never played a level by Psiko before because whenever I ventured to upload one the movements were so jerky that it was virtually impossible to progress. However as he is currently on top of the Highscore List and since Richard Lawther (one of my favourite Level Designers) quoted him as his main inspiration on various occasions I was really looking forward to finally get a glimps at the style of Psiko. Knowing that he has this reputation of being a bit sensitive as far as the rating of his levels is concerned I feel rather queasy writing this review but what the heck here goes: Especially after coming straight from the Caribbean Treasure Island has a certain anti-climatic feel to it. The gameplay is the epitome of boredom as we know it: It consists almost exclusively of pulling levers and then progress to the nearby door that has opened. I'm not trying to be polemic here but all things considered I think the tutorial levels usually show more diversity as far as the gameplay is concerned. Correct me if I'm wrong but I haven't encountered a single challenging task nor any puzzle as such. The texturing is somewhat monotonous and all the rooms have a distinctive squareness as the most outstanding feature. As far as I can tell lightning is almost absent i.e. all areas are doused with the same charmless throughoutness that is otherwise associated with cheap soap operas resulting in a complete lack of atmosphere. The psychedelic colours which might make sense in more futuristic environment seem oddly out of place on an exotic island as are the floor levers that this level is peppered with. There are a few objects that were new to me but they were all placed with in such a lackluster fashion that I wondered why the author bothered in the first place. All in all this seems like a rushed job to me and the only redeeming feature in my view is the retextured ninja which attacks in the shape of Long John Silver (without the parrot).” – Dimpfelmoser (17-Jul-2004)

“This hasn't much to do with the original level. I don't know about the movie though but I doubt it since it's all about finding your way and proceeding to the next room. What can I say? The level is wonderfully built the cartoonlike pirates are very interesting and there's some dreamy atmosphere throughout the entire settings. Still there's too much shocking pink and shocking whichever other colors for my taste as there's a far too strong dreamland feel put into this work. I underline it once more: it all comes to taste. The level is simple (even though it took me a while to find Lara could simply hang from the ledge when she got the crowbar thus avoiding the falling boulder as in older TR games - never saw that before with this kind of spiked boulders and that's what confused me) and fairly straightforward (even though there was a time when I was blinder than a flock of bats). You may consider this to be a passageway to other levels or you may be a Psiko fan and think of it as an artwork (which I think it is in ways). Personally I'll say it's original and certainly well built (fortunately far simpler than what I tried to play by Psiko before this) thus deserving good ratings even if the genre doesn't actually make my day.” – Jorge22 (13-Jul-2004)

“Right altogether now - ‘aha Jim lad’. I’m sure we all feel better for having got that out of the way. This island is full of richly coloured tropical vegetation and beautiful blue crocodile infested waters. There are scorpions and skeletons around and we do get to meet a few Long John Silvers (brilliantly re-textured ninjas). You need to push levers avoid a couple of boulders and find a star and two halves of a cartouche. You can then access the truly impressive hoard of pirate treasure grab your booty and go back to the theatre. It’s not at all a difficult level nor is it lengthy. In fact it makes a pleasant holiday break from some of the more challenging ‘movies’ in this game. Enjoyable.” – Jay (11-Jul-2004)

“I never thought I’d live to see a not so complex level from the author of TR-A but all it took was the TRLE Gold project to make it come true. The second jungle-like level is even greater than the Pirates one as far as the setting is concerned but with medium gameplay and no challenges. The one eyed pirates with the wooden leg were brilliantly made; other enemies were crocodiles and scorpions. To my surprise the level is tops forty minutes long and involves only switches to use with the exception of a cartouche and a pink star which count as puzzle items. No doubt this one is quite nice but I expected it to be more thrilling. I found two secrets and once again well done Antonio.” – Kristina (06-Jul-2004)

“Except the fact of a nice looking forest and coast it’s an easy level. Not so hard. A few levers some of them hiding in blocks; a few skeletons crocodiles and Pirates one of them with a woodleg lol. Well after hard work with his Tomb Raider A levels this one is a fun level and I enjoyed to play it.” – Yoav (02-Jul-2004)

“Lara has a nice outfit on a mini kilt with sporran and socks. She looks very young and so does this level. Like it was intended for children with very colourful trees and jungle textures. I liked the lacey greenery on wooden frames against walls the trees and other objects about like the stones. It’s kind of like a wonderland searching around a water area at the start with some good jumps and monkeyswing. It was a little odd to see switches and floor levers positioned on grassy ledges and caves. From here we get to go out onto a beach and run around for a while. Here is a particularly awkward jump to a tree stump in water. It’s one of those we encountered before in the original Pacific level of a precise place to climb onto the stump. There are red crocodiles and scorpions but they were easy enough to deal with. But the other enemies the mad Scotsmen were so funny I couldn’t help laughing at them. At one place you have to climb a tall ladder and make your way to an entrance in the wall where you just know you’re going to have to deal with a boulder. This took a while for me to figure out. A hint: back into the entrance and run out to the right. Into another water area and Lara must find two half cartouches. They are both in the water very near each other. And combining these we get into a large underground area with huge cage that surrounds the treasure. Another funny surprise I got was when trying get to the star another mad Scotsman came down from the ceiling very slowly. This is not really my kind of level the colours are not real enough for me but I can see lots of players liking it. And though it looks simplistic there are a few areas where you’ll be scratching your head wondering what on earth to do next so gameplay was quite good.” – CC (01-Jul-2004)

“After his mammoth series TR-A this is a change of pace for Psiko in his contribution for the Gold Project. A thoroughly enjoyable and very colourful run around a jungle island flipping a few switches admiring the luscious scenery and battling a few scorpions crocodiles skeletons and a few utterly hilarious pirate baddies. It is all over too soon after about 45 minutes because you would just like to spend so much more time in the beautiful surroundings but every now and then a short and easy level is indeed just what is needed.” – Michael (28-Jun-2004)
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